Techniques for editing an interactive video, such as a video game, are disclosed. A three-dimensional (3D) view of the interactive video (e.g., a level in a video game) is presented, enabling one or more nodes in the interactive video to be edited. Example nodes include, but are not limited to, a camera node, a visual effects node, and an audio effects node. The 3D view of also enables a path that is logically connected to two nodes to be edited. For example, the path represents a camera transition when the path is logically connected to two camera nodes.
Legal claims defining the scope of protection, as filed with the USPTO.
. A method, comprising:
. The method of, further comprising causing the interactive video to be displayed after the edited effects node is produced.
. The method of, wherein causing the information associated with the effects node to be displayed comprises causing a setting of the effects node to be displayed.
. The method of, wherein receiving the edit to the information to produce the edited effects node comprises receiving an edit to the setting to produce an edited interactive video.
. The method of, wherein causing the information associated with the effects node to be displayed comprises causing a node graph to be displayed.
. The method of, further comprising: receiving an indication to add a node; or receiving an indication to delete the effects node.
. The method of, wherein receiving the indication to edit the interactive video comprises at least one of: launching an editing software application; or causing the editing software application to enter an edit mode.
. The method of, wherein the at least one property of the object includes a color of the object.
. A system, comprising: a processing device; and a storage device operably connected to the processing device and storing instructions, that when executed by the processing device, cause operations to be performed, the operations comprising:
. The system of, wherein the storage device stores further instructions for causing the interactive video to be presented on a display after the edited effects node is produced.
. The system of, wherein: the effects node is a first effects node;
. The system of, wherein the path is implemented as a spline.
. The system of, wherein causing the information associated with the node to be displayed comprises causing a node graph to be displayed.
. The system of, wherein causing the information associated with the effects node to be displayed comprises causing programming instructions associated with the effects node to be displayed.
. The system of, wherein causing the information associated with the effects node to be displayed comprises causing a setting of the effects node to be displayed.
. A method, comprising:
. The method of, further comprising causing the interactive video to be displayed after the edited path is produced.
. The method of, further comprising: receiving, via the first GUI, a selection of the first effects node; causing information associated with the first effects node to be displayed in the first GUI or in a separate third GUI; and receiving, via the first GUI or the third GUI, an edit to the information to produce an edited first effects node.
. The method of, further comprising: receiving a selection of the second effects node; causing information associated with the second effects node to be displayed in the first GUI or in a separate third GUI; and receiving, via the first GUI or the third GUI, an edit to the information to produce an edited second effects node.
Complete technical specification and implementation details from the patent document.
Advancements in interactive videos and other multimedia content, such as video games, have produced more immersive and dynamic interactive videos. Such interactive videos can include high quality cinematography and seamless transitions between the scenes or levels in an interactive video and between the interactive video and the cutscenes. However, these types of interactive videos typically require intensive scripting or programming instructions. Additionally, editing the interactive video (or the scripting of the interactive video) can require extensive technical knowledge. The edits may also require time consuming review cycles to ensure the interactive video performs as expected in response to the edits.
Techniques for editing an interactive video and other multimedia content, such as a video game, are disclosed. A three-dimensional (3D) view of the interactive video (e.g., a level in a video game, a scene in a movie, an environment in an image or video) is presented, enabling one or more nodes in the interactive video to be edited. Example nodes include, but are not limited to, a camera node, a visual effects node, and an audio effects node. The 3D view also enables a path that is logically connected to two nodes to be edited. For example, the path represents a camera transition between two or more points of interest when the path is logically connected to two camera nodes.
In one aspect, a method includes receiving an indication to edit an interactive video, where the interactive video includes content, and causing a 3D view of the interactive video to be displayed. The 3D view displays a node in the interactive video. A selection of the node is received, and information associated with the node is caused to be displayed. An edit to the information is received to produce an edited node. The edited node changes a portion of the content of the interactive video when the interactive video is viewed.
In another aspect, a system includes a processing device and a storage device operably connected to the processing device. The storage device stores instructions, that when executed by the processing device, cause operations to be performed. The operations include receiving an indication to edit an interactive video, where the interactive video includes content, and causing a 3D view of the interactive video to be displayed in a first graphical user interface (GUI). The 3D view displays a node and a path logically connected to the node. A selection of the node is received via the first GUI. Information associated with the node is caused to be displayed in the first GUI or in a separate second GUI. An edit to the information is received via the first GUI or the second GUI to produce an edited node. The edited node changes a portion of the content of the interactive video when the interactive video is viewed.
In yet another aspect, a method includes receiving an indication to edit an interactive video and causing a three-dimensional (3D) view of the interactive video to be displayed in a first graphical user interface (GUI). The 3D view displays a first camera node, a second camera node, a path between the first and the second camera nodes that represents a camera transition between the first and the second camera nodes, and a graphical element that is associated with the path. A selection of the graphical element is received via the first GUI. Information associated with the path is caused to be displayed in the first GUI or in a separate second GUI. An edit to the information is received via the first GUI or the second GUI to produce an edited path. The edited path modifies the camera transition between the first and the second camera nodes to alter which content in the interactive video is viewed during the camera transition.
This summary is provided to introduce a selection of concepts in a simplified form that are further described below in the Detailed Description. This summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended to be used to limit the scope of the claimed subject matter.
In the following detailed description, references are made to the accompanying drawings that form a part hereof, and in which are shown by way of illustrations, specific embodiments, or examples. These aspects may be combined, other aspects may be utilized, and structural changes may be made without departing from the present disclosure. Embodiments may be practiced as methods, systems, or devices. Accordingly, embodiments may take the form of a hardware implementation, an entirely software implementation, or an implementation combining software and hardware aspects. The following detailed description is, therefore, not to be taken in a limiting sense, and the scope of the present disclosure is defined by the appended claims and their equivalents.
Generally, embodiments disclosed herein provide techniques for editing an interactive video. As used herein, an interactive video is two-dimensional (2D) or three-dimensional (3D) multimedia content, such as a video, that enables a user to interact with the content in the multimedia content through a variety of tools. For example, a user can move around the content in the interactive video, act on objects in the interactive video (e.g., pick up an object, stand on an object, move an object), achieve objectives or goals, and the like. Interactive videos have a variety of applications, including, but not limited to, entertainment, learning and development, and sales and marketing. Examples of an interactive video include, but are not limited to, a video game, a movie or video, software application content, broadcast or streaming content, a simulated environment (e.g., virtual reality, augmented reality, and mixed reality environments), an animation, and a set of images. Embodiments disclosed herein are described in conjunction with a video game, but other embodiments are not limited to this type of interactive video. The present invention can be implemented in or used with other types of interactive videos.
A video game is typically arranged in levels. Users of a video game can click, drag, scroll, hover, and complete other types of actions to interact with the objects in each level of the video game. As used herein, the phrase “player user” refers to a user that plays and interacts with a video game. The player user can move through and around the content in the video game directly (e.g., first person perspective) or through a graphical representation (e.g., an avatar) of the player user or a graphical representation of a character (e.g., third person perspective).
As a player user moves around a level in a video game, different actions or events may happen, or new or changed features may be presented to the player user. For example, when a player user walks toward a point of interest (hereinafter “object”), an action or a cutscene may be triggered. Generally, a cutscene is a non-interactive sequence that advances a plot or progression of a video game, introduces new characters, provides background information, offers further development of a character, illustrates objectives to be completed, provides different perspectives of an object, and the like. An action can be any suitable action, such as visual effects and/or audio effects.
In some embodiments, the beginning point and the ending point of a cutscene or an action are represented as nodes that are created and edited in an editing software application. Additionally, the locations in a level that can trigger an action can be represented as nodes. The nodes can represent camera views and transitions, visual effects, audio effects, both visual and audio effects, and other actions or effects that have a spatial relationship with one or more objects in the level. As will be described in more detail later, techniques for creating, deleting, and editing one or more nodes and/or one or more paths between nodes for one or more cutscenes and/or one or more levels in a video game are disclosed.
Technical advantages to the example embodiments include increased ease in creating and editing nodes and paths in an interactive environment, such as a level in a video game. Each node and each path can be placed directly into the interactive video. Additionally or alternatively, the embodiments make is easier to visualize and understand the layout of the nodes and the paths in the interactive video. Embodiments show the spatial relationships of the nodes to each other, the spatial relationships of the paths to the nodes, and the spatial relationships of the nodes and the paths to one or more objects in interactive video. In some aspects, a node graph in a 3D format can be directly embedded in a editing software application. In the non-limiting nonexclusive example of a video game, a node graph in a 3D format can be directly embedded in a level editor for gameplay camera editing.
illustrates an example GUI that enables interaction with one or more nodes in an interactive video in accordance with some embodiments. The graphical user interfaceis displayed on a display screenof a display device. In one embodiment, the GUI is part of an editing software application for video games, such as a node editing software application. The illustrated GUIpresents a level (or a part of the level) in the video game.
The level presented in the GUIincludes two objects, a blockwith numbers on the sides and an automobile. A nodeis positioned at one side of the blockand a nodeis positioned on another side of the block. A pathlogically connects the nodeto the node. A pathlogically connects the nodeto the node. When the nodeor the nodeis triggered, the progression of the video game can advance along the pathor the pathbased on one or more factors associated with the level and/or with the player user. For example, the pathis selected when the player user has a score that is below a threshold score and can move along the pathwhen the score is above the threshold score. Additionally or alternatively, the pathis selected when the level in the video game is above a threshold level and/or the player user has collected certain treasures, weapons, or tools. The pathis selected when the level is below the threshold level and/or the player user has collected other types of treasures, weapons, or tools. Aspects such as the location of the player user in the level can also be used to determine which path,is traversed when the nodeor the nodeis triggered.
Additionally, a nodeis positioned along a side of the automobile, and a pathlogically connects the nodeto the node. Generally, the nodes,,and the paths,,are not visible to a player user when the player user plays the video game, but become visible when the level is viewed in an editing software application.
In one embodiment, the nodes,,are “objects” that can be selected (e.g., clicked on), moved or dragged in one or more directions (e.g., x, y, and z directions), rotated, copied, and/or may be associated with a presentable contextual menu that provides additional functionality. For example, a contextual menu may be displayed by right-clicking on a node,,. Additionally or alternatively, the paths,,are “objects” that can be selected, moved in one or more directions to link to a different node or to change the transition path, copied, and/or that may be associated with a contextual menu that provides additional functionality.
The GUIcan further include graphical elements,,. Selection of a graphical element,,enables a user to edit one or more settings that are associated with a respective path,,and/or a node,,. As used herein, the term “editor user” refers to a user that creates and/or edits a video game, including the paths and the nodes of the levels in the video game.
In the illustrated embodiment, the nodes,,are camera nodes and each path,,represents the transition or movement of a camera between respective nodes,,. In a non-limiting, nonexclusive example, the paths,,are implemented as splines, which are curves or lines that run through a series of given points. Selection of a graphical element,,enables the editor user to edit one or more settings for the spline associated with the selected graphical element,,. Additionally or alternatively, selection of a graphical element,,enables the editor user to edit one or more settings of one or more nodes,,.
The GUIillustrates several advantages to the embodiments disclosed herein. The nodes,,and/or the paths,,are displayed in a 3D view that shows the spatial relationships of the nodes,,to each other, the spatial relationships of the paths,,to the nodes,,, and the spatial relationships of the nodes,,and the paths,,to one or more objects in the level of a video game. When the nodes,,are configured as camera nodes, each path,,depicts the movement or transition of a camera as the camera traverses a respective path. The 3D view can make it easier to understand the layout of the nodes,,and the paths,,in the level. Additionally or alternatively, the 3D view may reduce the amount of time needed for review cycles when editing a level, in part because the 3D view presents the spatial relationships of the nodes,,to each other, the lengths, the directions, and the transitions of the paths,,, and the spatial relationships of the nodes,,and the paths,,to one or more objects in the level. Also, any changes to the length, the direction, and the node connections of a path,,can be presented in the 3D view immediately.
depicts an example GUI that displays the paths between two camera nodes in accordance with some embodiments. As discussed previously, the nodeis positioned on one sideof the blockand the nodeis positioned on another sideof the block. The pathlogically connects the nodethe node. A player user can trigger the action or feature associated with a node as the player user moves around a level, performs an action, interacts with objects in the level of the video game. These triggering conditions are only examples and other triggering conditions can be used to trigger a node. In one embodiment, the player user triggers a node when the player user moves within a given distance of the node.
As discussed earlier, the nodes,are camera nodes and each path,shows the transitions of a camera between the nodes,. In, when the triggering condition of the nodeis met (e.g., the player user is within a given distance to the node), the camera can move along one of the two paths,. Which path is selected may be based on one or more factors associated with the level and/or with the player user. For example, the camera may move along the pathwhen the player user has a score that is below a threshold score and can move along the pathwhen the score is above the threshold score. Additionally or alternatively, the camera may move along the pathwhen the level in the video game is above a threshold level and/or the player user has collected certain treasures, weapons, or tools. The camera can move along the pathwhen the level is below the threshold level and/or the player user has collected other types of treasures, weapons, or tools. Aspects such as the location of the player user in the level can also be used to determine which path,is traversed when the nodeis triggered.
The pathshown inis described in conjunction with, whereillustrate the transitions along the path in accordance with some embodiments. As the camera moves along the pathfrom the nodeto the node, the camera reaches the pointand the player user is shown the sideof the blockthat depicts the number “1” and the sidethat presents the number “5”. This view is shown in. As the camera continues to move along the path, the player user views the sidesandand the sideof the blockthat depicts the number “2” at point. This view is shown in. When the camera reaches point, the player user views the sidesand. This view is shown in.
The pathshown inis described in conjunction with, whereillustrate the transitions along the path in accordance with some embodiments. As the camera moves along the pathfrom the nodeto the node, the player user views both the sideof the blockthat presents the number “4” and the sidethat depicts the number “5” at point. This view is shown in. As the camera continues to move along the path, the player user views the sidethat depicts the number “5” at point. This view is shown in. When the camera reaches pointon the path, the player user views the sideand the sidethat depicts the number “2”. This view is shown in.
Techniques for editing the nodes,and the paths,are described herein. For example, the paths,may be edited to provide different transitions between the nodes,. In one embodiment, the paths,are implemented as splines. One or more settings for a spline can be changed to adjust the shape of the spline to change the camera transitions between the nodes,, which in turn changes the content in the video game that the player user experiences.
illustrates a flowchart of an example method of interacting with a node and/or a path in an interactive video in accordance with some embodiments. The process is performed by an editor user to add, delete, or modify one or more nodes and/or one or more paths in a level of a video game. The method is described in conjunction with interacting with one node and one path, but can be used to edit, delete, or add multiple nodes and/or paths. For example, blocks,,, andcan repeat for each node to be edited. The process may then perform blocks,,,for each path to be processed. Alternatively, when only a node or nodes are to be processed, the method ends after blocks,,, andare performed for each node to be processed. Similarly, when only a path or paths are to be processed, the method ends after blocks,,,are performed for each path to be processed.
Initially, an indication to edit a video game is received at block. In a non-limiting nonexclusive example, the indication is the launching of an editing software application or the editing software application entering an editing mode. Next, as shown in block, a level of a video game is displayed, or caused to be displayed, in a 3D view. The 3D view includes one or more nodes and one or more paths, where at least one node or at least one path is to be edited. For example, 3D view of the level is presented in a GUI as shown in.
Next, as shown in block, a selection of a node is received. One or more edits to the selected node are received at block. In one embodiment, an editor user can click on a node to select the node. In another embodiment, an editor user can enter or otherwise specify a node name/identifier to select the node. In response to the selection, a panel is displayed that presents various settings of the node.
illustrates an example GUI that enables a camera node to be edited in accordance with some embodiments. The nodehas been selected, as indicated by the hash lines within the node. In response to the selection of the node, a panelis presented in the GUI. In other embodiments, the panel is displayed in a second GUI that is separate from the GUI.
The panelincludes settingsfor the selected node. An editor user can enter or change a value of one or more settings of the nodeusing the panel. As noted earlier, the example nodeis a camera node, as specified in the node type input element. Thus, the settingsinclude settings that are associated with a camera, such as an aperture input element, a focal length input element, a focus distance input element, and a bokeh count input element. In the illustrated embodiment, the settings further include settings for camera shake, such as a preset input element, a pixel shift resolution (PSR) shake input element, a spring stiffness input element, and a spring frequency input element. The settingsalso include a node name input element. Each input element,,,,,,,,,can be implemented as any suitable type of an input element. Example input elements include, but are not limited to, text entry boxes, drop-down menus, list boxes, toggles, and sliders. In other embodiments, the settingscan include additional camera settings, fewer camera settings, and/or different types of camera settings.
In another embodiment, the GUIcan include a menu optionto edit a node. Additionally or alternatively, the editor user may right-click on the GUIto cause a contextual menuto be displayed. The contextual menumay include an optionto edit a node. In some embodiments, an editor user can select (e.g., right-click on) a node (e.g., node) and select an edit option from a contextual menu associated with the node. For example, the contextual menumay be presented in response to the editor user selecting (e.g., right-clicking) the node.
Returning to, an indication to add or to delete a node is received at block. The node is then deleted or added in response to receiving the indication to delete or add the node. A node can be added using one of several methods. In one example, the GUIshown incan include a menu optionto add a node. In another example, an editor user may right-click on the GUI to cause the contextual menuto be displayed. The contextual menucan include an optionto add a node. In one embodiment, the panelshown inis displayed when an editor user adds a node to enable the editor user to specify settings for the node. The panelmay be displayed automatically in response to the addition of a node, or the panelcan be presented in response to the editor user selecting the newly added node.
Similarly, the GUIcan include a menu optionto delete a node and/or the contextual menumay include an optionto delete a node. In some embodiments, an editor user can select (e.g., right-click on) a node and select a delete option from a contextual menu associated with the node. For example, the contextual menumay be presented in response to the editor user selecting a node.
Next, as shown in block, a selection of a graphical element (e.g., graphical element,,in) is received. In one embodiment, a contextual menu is presented in response to the selection of the graphical element. The contextual menu provides an option for editing one or more settings of a path and/or a node.illustrates an example GUI that enables interaction with a graphical element to edit one or more settings of a path and/or a node in accordance with some embodiments. In one embodiment, the graphical elements,,are associated with corresponding paths,,. The graphical elements,,can be selected via a touch input or by selecting (e.g., clicking on) the graphical element,,. In the illustrated embodiment, a cursoris positioned over the graphical elementand the editor user controlling the cursorclicks on the graphical element. In response to the click, the contextual menuis presented in the GUI. The contextual menuincludes an optionto edit a path associated with the selected graphical element (e.g., graphical elementand the path) and an optionto edit one or more nodes.
At block, edits to one or more settings for a path is received. In, the optionis selected to edit one or more settings for a path.illustrates an example GUI that enables a path to be edited in accordance with some embodiments. In one embodiment, each path is a spline and the spline is modified using a spline editor. The pathincludes control vertices,,,and the pathincludes control vertices,,,,. Each path,can include a different number of control vertices in other embodiments.
Each control vertex,,,,,,,,can be repositioned in a 3D space (e.g., x, y, z directions). In the illustrated embodiment, the control vertexis dragged to point, which changes the length and the shape of the path. Based on moving the control vertexto point, the view of the blockchanges as the camera traverses the path. For example, instead of seeing the sidesandin, only the sideis viewed at point.
Moving one or more of the control vertices,,,,,,,,changes the length and the shape of the path(s),. Additionally, the control vertices,that logically connect to the nodeand the control vertices,that logically connect to the nodecan each be moved to a different node (not shown) to change the starting or ending point of the path,. The spline editordepicts non-limiting nonexclusive editing tools. Other spline editors can enable an editor user to edit a path with different or additional editing tools.
Referring again to, one or more edits to the logic of a node is received at block. The logic of a node is typically implemented as programming instructions that may define the triggering condition(s) for the node and what action(s) or feature(s) is to execute in response to the triggering of the node. The editor user can add or edit the programming instructions associated with the action(s) or feature(s) of a node and/or add or edit the triggering condition(s) that are to be met in order for the action(s) or feature(s) of the node to execute. As described earlier, example conditions that trigger a node include, but are not limited to, the location of a player user with respect to an object, an action that is performed by the player user, and/or the player user interaction(s) with objects in a level of the video game. In, when the optionto edit one or more nodes is selected, an editor user is able to edit the logic associated with one or more nodes.
The editor user can view the changes to a level in the video game at blockto preview or view the edits to the node(s) and/or path(s) performed in blocks,,,. In one embodiment, the changes to the level are displayed in a window or panel in the GUI (e.g., in GUIin). In other embodiments, the changes to the level are presented in a separate GUI that is displayed concurrently with the GUI used to edit the node and/or the path (e.g., GUIin), or the separate GUI is presented by itself. In still another embodiment, the editor user can launch the video game and view the changes to the level by viewing the level as it plays. In such an embodiment, the editor user may move around the level, interact with objects, and the like. This allows the editor user to experience the level as a player user would experience the level.
illustrates a first example GUI that enables interaction with the logic of a node in accordance with some embodiments. The GUIpresents a 2D node graphthat represents nodes,,,and the paths,,that logically connect two nodes together. Each node,,,includes the programming instructions for that node. An editor user is able to modify, delete, or add instructions for the node,,,using the node graph. For example, an editor user can select a node (e.g., node) in the node graph and the logic associated with that node is displayed in a panelin the GUIor in a separate GUI (see). In some embodiments, the GUIalso presents the settingsfor a respective node in a panel. For brevity, only a portion of the settingsare shown in.
In another non-limiting example, an editor user can modify a path (e.g., path) by adjusting (e.g., dragging) one or both endpoints of the path to logically connect the path to one or two different nodes. An editor user may also add and/or delete a node in the node graph. For example, the editor user can select (e.g., click on) a node and hit “delete” or backspace to delete the node, or the editor user may select a menu option to delete a node (e.g., menu optionin). Additionally or alternatively, the editor user may select (e.g., right click on) the GUIto add a node (e.g.,in the contextual menuin), or the editor user may select a menu option to add a node (e.g., menu optionin).
illustrates a second example GUI that enables interaction with the logic of a node in accordance with some embodiments. When a node in the node graph shown inis selected, the programming instructionsfor that node can be displayed in a panelof a GUI. The editor user may add, modify, and/or delete programming instructions via the panel. When all modifications have been made to the instructions, the editor user selects the menu optionto cause the changes to the level to be presented. In one embodiment, the changes to the level are displayed in the panelin a separate GUI. In another embodiment, the editor user can launch the video game and view the changes to the level by viewing the level as it plays.
The embodiments ofwere described in conjunction with the nodes configured as camera nodes. However, nodes can be implemented as other types of nodes in addition to camera nodes. For example, in one embodiment, a node may be an effects node that, when triggered, produces different effects in a level. A visual effects node is one example of an effects node. When triggered, the visual effects node produces different visual effects in a level. The visual effects can include, but are not limited to, presenting different objects in a level, changing the color of some objects in the level, displaying animation, and changing the rate of the passage of time (e.g., slow motion, fast forward). Another example of a different type of effects node is an audio effects node that when triggered, generates different audio outputs (e.g., sounds) for the level. In some embodiments, an effects node is both a visual and an audio effects node.
illustrates a flowchart of an example method of adding an effects node in an interactive video in accordance with some embodiments. The process is performed by an editor user to add or modify one or more effects nodes in a level of a video game. The method is described in conjunction with one effects node but can be used to add multiple effects nodes. Some of the blocks shown inare also in. As such, these blocks will not be described in detail.
Initially, indications to edit a video game are received at block. The level (or level content) in the video game is displayed or caused to be displayed and an indication to add a node is received (blocks,). The node is positioned within the level at block. For example, the effects node may be dragged to or otherwise placed at a desired location in the level in one embodiment.
Data that specifies the node type is received at block. In this example embodiment, the data indicates the node type is a visual effects node. As noted earlier, other embodiments are not limited to this type of node. A node can be any suitable type of node, such as an audio effects node, a haptic effects node, and the like.
Next, as shown in block, the settings and/or the logic for the visual effects node are received. The settings and/or logic define what visual effect will be produced, the features of the visual effect, and one or more triggering conditions for the visual effects node. The settings and/or the logic may be received through one or more GUIs, such as the GUIs shown in. The modified level is then viewed at block.
In one example, if a new object is to be displayed, the settings and/or the logic can specify what the new object is and the features of the new object, such as a color or colors of the new object, where the new object is placed in the level, and any action that is performed by the new object. In one embodiment, the new object can move in one or more directions in the level.
In another example, an existing object in the level changes color and/or shape in response to triggering a visual effects node. The color and/or shape change may indicate an action that is performed by the object or an effect that a process or an action is having on the object. For example, when the object is a skillet that is placed on a stove, the color of the skilled may change to the color red to indicate the skillet is hot. In some instances, the color change occurs over time to indicate a gradual change to an object. In the skillet example, the color change of the skillet may change from light red to bright red over time to indicate the temperature of the skillet is increasing over time.
illustrates an example GUI that presents a level of a video game andillustrates the GUI displaying example visual effects in the level in accordance with some embodiments. The levelin the GUIincludes an automobile(e.g., an object), visual effects nodes,positioned near the automobile. A pathlogically connects between the visual effects nodes,. The visual effects nodes,are represented as dashed circuits and the pathis represented as a dashed line in the levelbecause the visual effects nodes,and the pathare not visible in the level when a player user is playing the video game. As a player user interacts with the level, the player user can trigger the visual effects node. For example, a distance from the visual effects nodemay be a triggering condition for the visual effects node. While playing the video game, the player user may move within the given distance from the visual effects node, which then triggers the visual effects node.
As shown in, triggering the visual effects nodecauses the level to move along the pathto the visual effects node. During the traversal of the path, the automobilecan move forward and waves of airmay be presented at the back of the automobileto indicate the speed of the automobilehas increased. The waves of aircan be rendered as a moving shimmering region to further indicate the waves of airare warm or hot (not shown). Additionally, a fire decalmay be displayed on the hoodof the automobileto represent the automobileas a race car. When the pathis traversed and reaches the visual effects node, each visual effect can end or remain, depending on the plot of the level. For example, the waves of airmay end and the fire decalcan remain. Alternatively, both the waves of airand the fire decalcan disappear. Those skilled in the art will recognize that different visual effects may be produced in other embodiments.
Unknown
May 19, 2026
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